04-16-09, 04:34 PM
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#18
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Silent Hunter 
Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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I could post a very lengthy list, but these are the most important issues to me:
- Crew members that are transferred off the boat after each patrol. This should be especially true for crewmen who have accrued a good amount of experience.
- When the player takes command of a new submarine, it should also come with a new crew (unlike the current situation, where the crew follows the player from sub to sub like a little puppy dog
).
- A proper watch system for each side. While the 3-watch system works just fine for American subs, it's not how it worked for the Germans, who used a two-watch system.
- More strict requirements for moving externally-stowed torpedoes below decks. This includes factors like how rough the sea is and severe penalties for trying to dive while moving a torpedo below decks (such as loss of the torpedo and the handling gear needed to move the torpedo).
- Have the campaign track whether a major warship has been sunk or not. If I sink a Yamato class BB, then the game should remove one of these ships from the "roster," never to be seen again. As a consequence, the campaign engine should compensate accordingly when the ship is due to be generated later in the campaign (e.g., if a convoy calls for two Yamato class BBs, and one has already been sunk, then only one will be generated.
- Better evasive maneuvers for lone merchant ships. The current constant-helming routine is very lacking and too predictable.
- Historically correct depth charge settings.
- Proper reporting procedures for radar contacts. "Single contact?" What is it, a ship or an airplane? Is it moving towards us? Moving away? Also, if the radar is a non-directional type (like SD radar) don't report a bearing!
- More commands for the sonarman. The player should be able to select any contact picked up by sonar and order the sonarman to follow it. The nearest merchant/warship contact isn't always the one the player wants to track.
- Similar to the above, but as it relates to the bridge watch: I should be able to select any given ship and ask what the range to it is.
- Ready ammo for the deck gun.
- A deck gun scope that bobs up and down and isn't gyro-stabilized like it is now.
- Reports from the bridge as to when the weather is worsening or improving.
- More authentic damage reports from the crew. Seriously, how does my diving officer know our deck gun has been damaged when we're 250 feet below the surface? Deck mounted items (guns, radar antennas, radar detectors), simply put, should only be reported as damaged when the boat is on the surface.
- Aircraft that fly and attack like ASW aircraft should, not radio-controlled planes just buzzing around waiting to be shot down.
- A ship damage model that doesn't rely on a simple hit-point system but one that depends on torpedo placement and location of damage.
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ROW Sound Effects Contributor
RFB Team Leader
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